Property | Function |
---|---|
Loop | Enable this to connect the first and last positions of the line, and form a closed loop. |
Positions | The array of Vector3 points to connect. |
Width | Define a width value, and a curve value to control the width of your line along its length. The curve is sampled at each vertex, so its accuracy is limited by the number of vertices in your line. The overall width of the line is controlled by the width value. |
Color | Define a gradient to control the color of the line along its length. Unity samples colors from the Color gradient at each vertex. Between each vertex, Unity applies linear interpolation to colors. Adding more vertices to your line might give a closer approximation of a detailed gradient. |
Corner Vertices | This property dictates how many extra vertices are used when drawing corners in a line. Increase this value to make the line corners appear rounder. |
End Cap Vertices | This property dictates how many extra vertices are used to create end caps on the line. Increase this value to make the line caps appear rounder. |
Alignment | Set the direction that the line faces. The options are:
|
Texture Mode | Control how the Texture is applied to the line. The options are:
|
Shadow Bias | Set the amount to move shadows away from the Light to remove shadowing artifacts caused by approximating a volume with billboarded geometry. |
Generate Lighting Data | If enabled, Unity builds the line geometry with normals and tangents included. This allows it to use Materials that use the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info See in Glossary lighting. |
Use World Space | If enabled, the points are considered as world space coordinates. If disabled, they are local to the transform of the GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary to which this component is attached. |
The Materials section lists all the materialsAn asset that defines how a surface should be rendered. More info
See in Glossary that this component uses.
Property | Description |
---|---|
Size | The number of elements in the material list. If you decrease the number of elements, Unity deletes the elements at the end of the list. If you increase the number of elements, Unity adds new elements to the end of the list. Unity populates new elements with the same material that the element at the end of the list uses. |
Element | The materials in the list. You can assign a material asset to each element. By default, Unity orders the list alphabetically based on the name of the materials. This list is reorderable, and Unity updates the number of the elements automatically as you change their order. |
The Lighting section contains properties that relate to lighting.
Property | Description |
---|---|
Cast Shadows | Specify if and how this Renderer casts shadows when a suitable Light shines on it. This property corresponds to the Renderer.shadowCastingMode API. The options are:
|
Receive Shadows | Specify if Unity displays shadows cast onto this Renderer. This property only has an effect if you enable Baked Global Illumination or Enlighten Realtime Global Illumination for this scene. This property corresponds to the Renderer.receiveShadows API. |
Contribute Global Illumination | Include this Renderer in global illumination calculations, which take place at bake time. This property only has an effect if you enable Baked Global Illumination or Enlighten Realtime Global Illumination for this scene. Enabling this property enables the Contribute GI flag in the GameObject’s Static Editor Flags. It corresponds to the StaticEditorFlags.ContributeGI API. |
Receive Global Illumination | Whether Unity provides global illumination data to this Renderer from baked lightmaps, or from runtime Light Probes. This property is only editable if you enable Contribute Global Illumination. It only has an effect if you enable Baked Global Illumination or Enlighten Realtime Global Illumination for this scene. This property corresponds to the MeshRenderer.receiveGI API. The options are:
|
Prioritize Illumination | Enable this property to always include this Renderer in Enlighten Realtime Global Illumination calculations. This ensures that the Renderer is affected by distant emissives, even those which are normally excluded from Global Illumination calculations for performance reasons. This property is visible only if Contribute GI is enabled in the GameObject’s Static Editor Flags, your project uses the Built-in Render Pipeline, and Enlighten Realtime Global Illumination is enabled in your scene. |
MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info See in Glossary LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info See in Glossary for Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results. See in Glossary |
The Mesh LOD index to use for global illumination and when baking lights. A less detailed model lowers global illumination quality, but decreases the bake memory usage and increases the bake performance. This setting is only visible if Mesh LODs have been generated for the mesh and the renderer contributes to global illumination. |
The Probes section contains properties relating to Light Probe and Reflection ProbesA rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info
See in Glossary.
Property | Description |
---|---|
Light Probes | Set how this Renderer receives light from the Light Probes system. This property corresponds to the Renderer.lightProbeUsage API. The options are:
|
Proxy Volume Override | Set a reference to another GameObject that has a Light Probe Proxy Volume component. This property is only visible when Light Probes is set to Use Proxy Volume. |
Reflection Probes | Set how the Renderer receives reflections from the Reflection Probe system. This property corresponds to the Renderer.probeAnchor API. The options are:
|
Anchor Override | Set the Transform that Unity uses to determine the interpolation position when using the Light Probe or Reflection Probe systems. By default, this is the centre of the bounding box of the Renderer’s geometry. This property corresponds to the Renderer.probeAnchor API. |
The Additional Settings section contains additional properties.
Property | Description |
---|---|
Motion Vectors | Set whether to use motion vectors to track this Renderer’s per-pixel, screen-space motion from one frame to the next. You can use this information to apply post-processing effects such as motion blur. Note: not all platforms support motion vectors. See SystemInfo.supportsMotionVectors for more information. This property corresponds to the Renderer.motionVectorGenerationMode API. The options are:
|
Dynamic Occlusion | When Dynamic Occlusion is enabled, Unity’s occlusion cullingA process that disables rendering GameObjects that are hidden (occluded) from the view of the camera. More info See in Glossary system culls this Renderer when it is blocked from a Camera’s view by a Static Occluder. Otherwise, the system does not cull this Renderer when it is blocked from a Camera’s view by a Static Occluder. Dynamic Occlusion is enabled by default. Disable it for effects such as drawing the outline of a character behind a wall. |
Sorting Layer | The name of this Renderer’s Sorting Layer. |
Order in Layer | This Renderer’s order within a Sorting Layer. |
LineRenderer
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